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Nevada's guide to Burnout Paradise

Nevada

Member
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Welcome to the in depth guide to Burnout Paradise

Index
1 - Basics
1a] Starting out
1b] Method to the madness

2 - Road rage
2a] Overview
2b] Techniques
2c] Locations

3 - Marked man
3a] Overview
3b] Techniques
3c] Locations

4 - Burning route
4a] Overview
4b] Techniques
4c] Locations

5 - Stunt run
5a] Overview
5b] Techniques
5c] Locations

6 - Race
6a] Overview
6b] Techniques
6c] Locations

10 - Advanced tutorials (including videos)
10a] Flat spin mechanics
10b] Induced spin
10c] Barrel roll mechanics
10e] E-brake spin
10f] Take down mechanics

11 - Car guide
11a] Car statistics
11b] Car paint/liveries
11c] Car dynamics
11d] Additional car data (suggestions, tips, etc)

---------to be added---------
7 - Online challenges
8 - Timed challenges
9 - Freeburn modes
12 - Road Rules
13 - Showtime
14 - Achievements
15 - Future updates (Trophys/etc)
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a) Starting out
Starting the game from the beginning you are presented with a Learners permit, from here you require set numbers of event wins to progress to the next license, the number of wins needed is as follows :-

Learners Permit to D License = Win any 2 events
D License to C License = Win any 7 events
C License to B License = Win any 15 events
B License to A License = Win any 26 events
A License to Burnout License = Win any 40 events
Burnout License to Burnout Elite License = Win all events that remain.

It's worth noting that every time your license is upgraded, all events except for burning routes are reset.
Early on in the game it is wise (if you are new to the game) to take whatever car you have and just drive around the city, exploring and uncovering as much as you can, finding all of the events that you can as it makes progressing through them alot easier later on.

b) Method to the madness
For me, i progressed from learners permit to B License in the default Hunter Cavalry alone, before switching to a faster car for later events, so it isn't all that difficult to progress up to A license at first, You can chose to do all of the burning routes as soon as they become available, to unlock additional cars or you can save them for a later time to add an aspect of ease to the later licenses, for example when going for your A License, doing the burning route for the hunter cavalry will be easier for a win than a marked man, but at the same time not having the cars accessed from doing the burning routes may hinder your progress, so it is entirely up to you how you wish to progress.
Just remember to explore first and familiarize yourself with the roads, the event locations and as many shortcuts as possible, they will become a great help in future!

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a) Overview
Road rage events basically throw you in with the tigers, where you and a seemingly endless stream of cars that want you or anyone elses blood, duke it out in a crazy dash around the city, the key to this mode is taking down the other cars you have a set ammount of time to reach the target score, with 5 seconds added to your available time each time you take down a vehicle, this of course doesn't include normal traffic, as that is still active and will wreak you if you crash!
Depending on the strength of the car you use, you generally get 3 or 4 crashes before the event forcefully ends, none of the road rage events have a takedown target of more tha 30 so once you get the hang of it, you should do pretty well, if you are good at them, they're an easy way to get better licenses.

b) Techniques
Nevada -
I've found that with road rage, the normal street can be a very harsh place, jumps, walls, solid posts and turning traffic can really impact your ability to score takedowns, one of the BEST tecniques i found was to work your way as fast as possible, to the I-88, once on here takedowns become a hell of alot easier, as there is less to run in to other than normal traffic, but grinding takedowns are relatively easier, you can also crank up the score by smashing other cars in to each other, If at this point you have a monster truck, hunter citizen, van, or any other heavy car (for example, an unlocked Steel wheels GT) use it, as the lighter cars will significantly reduce your ability to perform takedowns, just note that the class of cars used in road rage are generally linked to your choice, so using heavier cars means the AI cars will also be heavier.
DamianMagecraft -
If you find your self unable to get one the I-88 take the fight out of town.
The same techniques used on the Highway can be used in the mountains.
This also has the add benefit of offering up Two repair shops to roll though if you find your self too dinged up. (suggestion: wait till the last possible moment to use the repair shop. BUT do not pass one by just because you have only had one crash. you never know when you will be passing by another one.)

c) Locations
There are 16 Road rage events in total, their locations are as follows :
1 - "Half Nelson" - Ross and Nelson
2 - "Oncoming onslaught" - I-88 and Moore
3 - "River city rampage" - 4th and Paradise
4 - "Angus wharfare" - Angus and 4th
5 - "Franke exchange" - 5th and Franke
6 - "Motor city mayhem" - Patterson and I-88
7 - "Lighthouse rock" E Crawford and Angus
8 - "Central square-off" - King and 2nd
9 - "Suburban scrap" - Hubbard and 2nd
10 - "Crosstown carnage" - Young and Riverside
11 - "Freeway frenzy" - I-88 Section 3 to 4 link
12 - "Taking it's toll" - I-88 Section 4 to 1 link
13 - "Rush hour" - 3rd and Root
14 - "Blockade run" - S.Bay and Gabriel
15 - "Wrecking yard" - Lambert and 1st
16 - "Sunset showdown" - Schembri and Chubb

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a) Overview
Marked man is basically a game of cat and mouse where the mouse (you) has to run from the cats (ai), to a set location on the map without being taken out completely, again the choice of car reflects how many times you can be taken down before the event ends, and the added problems of not being able to stop for too long (or the event ends!), or drive too long in reverse (an anti-ai exploit fix).
You can take down the casing cars but their numbers will always return later on down the road!, which makes for some hair tugglingly frustrating run-in's, especially the last event where you have to survive in the paper-delicate F1 car!

b) Techniques
As with all things in life, speed isn't ALWAYS the key, it's nice to note that chasing cars can't use all shortcuts, so you can hide there for a while or use as many as you know to escape them, it isn't generally considered a road, but at the same time it isn't considered a shortcut, but the railway that runs along side and above the lower left bridge can be a great way to escape them even though they CAN chase you up there, the reason for this is that the jumps, and non-flat walls of the bridge can easilly wreak you, but up on the railway (for routes ending at stalion ranch), there isn't much to run in to if you make it up there, and if you have enough boost you can usually make it the entire way without being hit too much.
Another tip would be when you're about to be sandwhiched between two chasing cars, to brake hard and if needed and 180 the car, then drive enough in the opposite direction that the cars chasing start coming from behind, then 180 again, while this doesn't completely rid you of them it does give a big enough gap to progress a little more, which may be all thats needed if a shortcut is nearby, It does however carry it's own dangers, such as being t-bone'd while turning, or hit head on!
Avoiding driving too close to walls or obstacles is usefull, or on roads with a rail above (rail support struts either side of the road), drive between these struts and the side of the road, as driving on the road runs the risk of being nudged in to the struts.
Honestly the term 'give as good as you get' applies here, the more aggressive you are towards the chasing cars, the better chance you have of making it, if you continually try to dodge them completely, you have a greater chance of being wiped out, where as, if you are constantly ramming them off the road, the numbers stay down long enough to make a difference.

c) Locations
There are 15 Marked man events in total, their locations are as follows :
1 - "Seeing stars" - Starts at E Crawford and Sullivan, ends at The observatory
2 - "Safe harbor" - Starts at Watt and Angus, ends at Naval Yard
3 - "Press ganged" - Starts at I-88 Section 1 to 2 link, ends at Naval Yard
5 - "Steeplechased" - Starts at 4th and Root, ends at Lone Stallion Ranch
6 - "Run like the wind" - Starts at Paradise and 5th, ends at Wind Farm
4 - "Stampede" - Starts at 3rd and Webster, ends at Lone Stallion Ranch
7 - "Strike out" - Starts at Hamilton and 5th, ends at Wildcats Stadium
8 - "Run to the hills" - Starts at King and 3rd, ends at Observatory
9 - "Power struggle" - Starts at 2nd and Fry, ends at Wind Farm
10 - "Emergency 911" - Starts at 2nd and Hamilton, ends at Coastguard HQ
11 - "Club sandwich" - Starts at Evans and 1st, ends at Country Club
13 - "Rescue me" - Starts at South Bay and Parr, ends at Coastguard HQ
14 - "Hostile waters" - Starts at Hall and Manners, ends at Waterfront Plaza
12 - "Mayday mayday" - Starts at Harber and Manners, ends at Coastguard HQ
15 - "Run home" - Starts at W Lake and Chubb, ends at Wildcats Stadium

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a) Overview
Burning route is basically a Point A to Point B race against time, with the victor walking away with a tuned/modified version of the car used in the route, each route is car specific, so only that car can be used, which opens up a can of worms for people who don't like to use certain types of car, as basically all types have a burning route forcing the player to experience them all!
On average burning routes can be completed relatively easilly if you maintain your speed without crashing.

b) Techniques
DRIFT!, that is my only suggestion, drift and fill your boost gauge as often as you can without impacting your speed or stability, for burning routes such as the one for the revenge racer, drifting is a valuable skill to refill the boost gauge and make up time lost from crashes, as the traffic is random, success if burning routes is as much about luck as it is about skill, the best of all burnout players will still fail a route if a car suddenly swerves into them or comes out of a side street without notice, just try your best, and drift where possible to maintain, or refill boost (speed types), and where possible, chain boosts to maintain maximum speeds.
A fair few of the Burning Routes take you through the tunnel between the left section and downtown area of paradise, you should always use the Left side (when heading west) and the Right side (when heading east) so you can jump down to the road below at the half way gap to fully refill your boost gauge, as usually at that point you are running low, or entirely empty.
Crashing more than twice on the latter half of events generally means you won't make it and you should start heading back at that point.

c) Locations
There are 35 burning routes, their locations are as follows :-
1 - Hunter Cavalry, , Starts at E Crawford and Patterson, Ends at Wildcats Stadium - Complete the route in 1min 10secs to win Oval Champ 69
2 - Hunter Mesquite, Starts at Lambert and 5th, Ends at Naval Yard - Complete the route in 1min 20secs to win Mesquite Custom
3 - Nakamura SI-7, Starts at Sullivan and 9th, Ends at Waterfront Plaza - Complete the route in 1min 00secs to win Racing SI-7
4 - Hunter Vegas, Starts at 7th and Franke, Ends at Wildcats Stadium - Complete the route in 0min 50secs to win Vegas Carnivale
5 - Krieger Pioneer, Starts at Hamilton and 9th, Ends at Naval Yard - Complete the route in 1min 25secs to win Pioneer Super Gator
6 - Nakamura Ikusa GT, Starts at 2nd and Glancey, Ends at Country Club - Complete the route in 1min 15secs to win Ikusa Samurai
7 - Kitano Hydros Custom, Starts at Hubbard, Ends at Wildcats Stadium - Complete the route in 1min 05secs to win Hydros Techno
8 - Hunter Reliable Custom, Starts at Nelson and Uphill, Ends at Lone Stallion Ranch - Complete the route in 1min 35secs to win Reliable Special
9 - Watson R-Turbo Roadster, Starts at King and Harber, Ends at Country Club - Complete the route in 1min 15secs to win Burnout Roadster
10 - Rossolini LM Classic, Starts at Lambert and 2nd, Ends at Lone Stallion Ranch - Complete the route in 1min 25secs to win LM Track Package
11 - Hunter Manhattan, Starts at Webster and Andersen, Ends at Naval Yard - Complete the route in 1min 20secs to win Manhattan Custom
12 - Carson Fastback, Starts at Harber, Ends at Lone Stallion Ranch - Complete the route in 1min 30secs to win Fastback Special
13 - Carson Grand Marais, Starts at Root and Paradise, Ends at Wildcats Stadium - Complete the route in 1min 05secs to win Grand Sicilian
14 - Montgomery Hyperion, Starts at 3rd and Glancey, Ends at Country Club - Complete the route in 1min 15secs to win Hyperion Rattler
15 - Krieger 616 Sport, Starts at Glancey and 4th, Ends at Naval Yard - Complete the route in 1min 15secs to win 616 Arachno Sport
16 - Hunter Spur, Starts at Nelson and Rack, Ends at Observatory - Complete the route in 2mins 05secs to win Hotspur
17 - Montgomery GT 2400, Starts at E Lake and W Crawford, Ends at Wildcats Stadium - Complete the route in 1min 40secs to win Sabotage GT 2400
18 - Jansen P12, Starts at South Bay and Shepherd, Ends at Wind Farm - Complete the route in 2mins 10secs to win P12 Track Package
19 - Carson Inferno Van, Starts at 1st and Fry, Ends at Coastguard HQ - Complete the route in 1min 05secs to win Inferno BRT Van
20 - Rossolini Tempesta, Starts at Paradise and Young, Ends at Naval Yard - Complete the route in 1min 05secs to win Tempesta GT
21 - Carson Opus, Starts at 1st and Webster, Ends at Country Club - Complete the route in 1min 20secs to win Opus XS
22 - Carson Annihilator, Starts at Webster and 4th, Ends at Observatory - Complete the route in 2mins 35secs to win Annihilator Phoenix
23 - Jansen X12, Starts at Manners and Parr, Ends at Coastguard HQ - Complete the route in 1min 25secs to win XS12
24 - Kitano Touge Sport, Starts at E Crawford and Hamilton, Ends at Wind Farm - Complete the route in 2mins 35secs to win Touge Criterion
25 - Hunter Takedown 4x4, Starts at S Rouse and Hall, Ends at Observatory - Complete the route in 2mins 20secs to win Takedown Dirt Racer
26 - Carson 500 GT, Starts at Evans and 3rd, Ends at Wind Farm - Complete the route in 2mins 35secs to win Racing 500 GT
27 - Hunter Racing Oval Champ, Starts at I-88 Section 3 to Section 4 link, Ends at Waterfront PlazaMake it 1min 30secs to win BRT Oval Champ
28 - Carson GT Concept, Starts at Lucas and Hans, Ends at Wildcats Stadium - Complete the route in 1min 50secs to win GT Flame
29 - Hunter Citizen, Starts at Evans and 5th, Ends at Lone Stallion Ranch - Complete the route in 1min 35secs to win Civilian
30 - Watson 25 V16 Revenge, Starts at 3rd and Fry, Ends at Observatory - Complete the route in 2mins 05secs to win Revenge Racer
31 - Montgomery Hawker, Starts at 2nd and Angus, Ends at Wind Farm - Complete the route in 2mins 45secs to win Hawker Solo
32 - Krieger Uberschall 8, Starts at 5th and Root, Ends at Lone Stallion Ranch - Complete the route in 1min 30secs to win Uberschall Clear-View
33 - Carson Thunder Custom, Starts at Lambert and Lawrence, Ends at Wind Farm - Complete the route in 2mins 10secs to win Thunder Shadow
34 - Carson Hot Rod Coupe, Starts at W Lake and Cannon, Ends at Coastguard HQ - Complete the route in 1min 50secs to win Tribal Special
35 - Krieger Racing WTR, Starts at I-88 Section 2 to Section 3 link, Ends at Wildcats Stadium - Complete the route in 1min 00secs to win PCPD Special
 

Nevada

Member
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a) Overview
The premis of stunt run is to start at a specific location (always an intersection) and shoot off and score as many points as possible, while getting score multipliers for stunts such as superjumps, flat spins, barrel rolls and so on, usually you have a very small time limit, where you can crash completely, or mess up and be respawned, still in Stunt run mode, but after this timer has expired you are on your 'final run', the pie timer at the top of the screen clicks down and takes around 4 seconds to completely fill, if it completely fills or you crash the car, after the timer expires, the event will end.
All stunt run events have a target score to be achieved, getting this score or higher results in a win, getting any lower (even by a single digit!), results in a fail.

b) Techniques
One of your biggest enemies on these events is time, you can reset the pie timer's countdown completely by doing a stunt, drifting, boosting or driving backwards, this allows you to keep the timer running so you can do your best to rack up points and multipliers to count towards the final score, multipliers basically times your final run score by the multipliers gained, for example, 50,000 with a 4x multiplier, gives you 200,000.
To prevent people from going back and forth to the same jump over and over, stunts from the same location are subject to a 'repitition' mark, which will cancel any gained score.
You can however cheat this a little, repetition does get you for overusing the same jump, but if you have enough variety in what you do, you can usually squeeze another 2x multiplier from the same jump, or even more.
For example, flat spinning early from the left side of the jump gives 2x, or 3x depending on spin/speed, the SAME jump again, flat spinning late, will give a 1x or 2x, also based on speed/spin, this is because (at least, i believe), the first jump gets counted as a reverse flatspin as you come off the ramp backwards, the second jump counts as a forward flat spin, so counts this differently also.
For some jumps you can squeeze another out of it, simply by hitting the corner and barrel rolling (such as the jumps on the bridge bottom left of the map), if you couple these concepts with superjump locations you can seriously rack up the multiplier in a short space of time, without exhausting your later oppertunities.
For Barrel rolls, the more you do, the more points you will get, but at the same time, barrel rolls are the most risky of stunts to perform, as landing on your roof AFTER the timer has expired means the end of the run, even if the car flips back on to it's wheels
The technique i use is to mentally map the locations of jumps i know i can make without crashing, and reuse the ramps for barrel rolls, for flat spins too, to squeeze every last multiplier i can out of them, this effectively makes every flat spin ramp and possible 4x mutliplier, and the three large ramped jumps (top section of rail road, dam, and quary) all are 8x+ multipliers each.
To travel alrge distances between jumps it's best to wait for the timer to almost expire, then tap boost once, and repeat this as best you can while driving, tapping brake where needed to make sure you do not go to an excessive speed where avoiding traffic and keeping your eye on the counter, do not result in a crash.
Where possible, rather than tap boost, it may make more sense to either drive backwards, or drift, just remember if you arrive at your jump facing backwards, and the path is clear, nail it for a reverse barrel roll, or reverse flat spin (not as risky) so you can get even MORE multipliers.
Never see a jump or drop that doesn't give multipliers as worthless, because they still give points, and points are just as important as multipliers.
Take for examples this, someone gets 60,000 and a 7x multiplier, this gives you 420,000, but if you did a little more box crashing, dropping, small jumps and some oncoming/near misses, you could easilly make that 80,000, which gives you 560,000, which is actually more beneficial than an additional 2x multiplier,, because even 60,000 9x is only 540,000.
Just remember that the points are just as important as multiplier, and in most cases a hell of alot easier to get!

c) Locations
There are a total of 14 stunt runs in Burnout Paradise, there locations are as follows :-
1 - "Cliffhanger" - Chubb and Hans
2 - "About town" - Chubb and W Lake
3 - "Express yourself" - S Mountain and S Bay
4 - "Near the edge" - Nelson and Read
5 - "Falling down" - N Mountain and Uphill
6 - "Base jumper" - S Rouse and Ross
7 - "Rack'em up" - E Lake and Rack
8 - "Over construction" - Harber and Warren
9 - "Hang 10" - Lambert and 9th
10 - "Bravo, encore" - 3rd and Lambert
11 - "Offroad parking" - Lambert and Hall
12 - "Unconventional" - Andersen and Angus
13 - "Lighthouse party" - Patterson and 9th
14 - "Elevation" - 1st and Root

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a) Overview
Race needs no introduction, we all know it!, you will race from one landmark to another with up to 7 other players, the apponents cars are selected based on the car you have selected for the first half of the game, beyond that their cars can match your speed and more, there are 40 events in total.

b) Techniques
Know your enemy is a hugely related saying in this case, know the course, known the roads, know your shortcuts because you will end up needing all of that knowledge to stay one step ahead of the pack.
For the first 60% of the game, races aren't such a big issue, they're easilly won first try or one or two tries later if needed, it is when the cars shift up a gear that things get intresting.
When in high speed races one wrong turn will cost you the race, that is of course, unless you make full use of alternative routes, shortcuts and the ability to take down opposition, if there is a particular AI racing that you just can't seem to shake, nothing turns the tables better than running him off the road.
Just remember that all races end at major landmarks, so as long as you know these landmarks and the roads vaugly well, you should do fine.
Remember not to use your boost at low speeds as it is a waste, using up a boost bar to catch up after crashing isn't as effective as getting to full speed normally then engaging boost at top speed, as a maintained boost at higher speed covers more ground than a faster acceleration.
Being back beside your opponent is no use if you've no longer got the boost to overtake them! remember that.

A key thing to note here is that during high speed races, you will inevitably run out of boost at the worst possible time, shift your focus on manouvering, drift, and your direction in these cases, watching for any shortcuts that could easilly turn the tables again, theres nothing to lose, because if you fail in doing so, you'll most likely have much of your boost back.

c) Locations
There are 40 race events in total, there locations are :-
1 - "Baseball battle" - Starts at N Rouse and Lewis, ends at Wildcats Stadium
2 - "Hard fort" - Starts at N Rouse and Read, ends at Naval Yard
3 - "Going coastal" - Starts at Nelson and Lewis, ends at Coastguard HQ
4 - "Save ferris" - Starts at W Crawford and Nelson, ends at Coastguard HQ
5 - "Demolition derby" - Starts at E Lake and Ross, ends at Lone Stallion Ranch
6 - "Plaza endurance" - Starts at Cannon and Nelson, ends at Waterfront Plaza
7 - "Full gallop" - Starts at Nelson and Chubb, ends at Lone Stallion Ranch
8 - "Call of the wild" - Starts at Nelson and Lucas, ends at Wildcats Stadium
9 - "Driving off" - Starts at W Lake and Nelson, ends at Country Club
10 - "Eastern promise" - Starts at Lucas and Schembri, ends at Waterfront Plaza
11 - "Mano a mano" - Starts at S Mountain and Schembri, ends at Observatory
12 - "Torpedo run" - Starts at N Mountain and Hans, ends at Naval Yard
13 - "Power surge" - Starts at Chubb and W Lake, ends at Wind Farm
14 - "Lakeside getaway" - Starts at Nelson and E Lake, ends at Observatory
15 - "High noon club" - Starts at S Mountain and Lucas, ends at Country Club
16 - "Go west" - Starts at Newton and E Crawford, ends at Wind Farm
17 - "Curveball" - Starts at Lambert and E Crawford, ends at Wildcats Stadium
18 - "Plain sailing" - Starts at E Crawford and Moore, ends at Waterfront Plaza
19 - "Deep south" - Starts at E Crawford and Hudson, ends at Naval Yard
20 - "Horse power" - Starts at 9th and Hudson, ends at Lone Stallion Ranch
21 - "Tunnel vision" - Starts at Glancey and 7th, ends at Observatory
22 - "Stealing 1st" - Starts at Webster and 7th, ends at Wildcats Stadium
23 - "The duel" - Starts at Hamilton and 7th, ends at Naval Yard - "Like Mano A Mano, this event is also a one-on-one race.
24 - "Race to the summit" - Starts at Franke and Young, ends at Wind Farm
25 - "Final furlong" - Starts at Hamilton and 3rd, ends at Lone Stallion Ranch
26 - "Far, far away" - Starts at 2nd and Root, ends at Observatory
27 - "Riverside run" - Starts at Andersen and Glancey, ends at Country Club
28 - "Man 'o' war" - Starts at 3rd and Angus, ends at Naval Yard
29 - "Rat Race" - Starts at 2nd and Webster, ends at Country Club
30 - "Spin city" - Starts at 1st and Glancey, ends at Wind Farm
31 - "Spaghetti western" - Starts at Harber and Glancey, ends at Lone Stallion Ranch
32 - "Avant guard" - Starts at Young and 1st, ends at Coastguard HQ
33 - "Coast to coast" - Starts at Warren and Manners, ends at Coastguard HQ
34 - "Heads up" - Starts at Gabriel and Manners, ends at Country Club
35 - "Pleasure cruise" - Starts at Young and Lambert, ends at Waterfront Plaza
36 - "Rollercoaster" - Starts at Young and Hubbard, ends at Coastguard HQ
37 - "Waterway to go" - Starts at Hubbard and S Rouse, ends at Waterfront Plaza
38 - "Reach for the stars" - Starts at S Rouse and Lambert, ends at Observatory
39 - "Race for the plate" - Starts at S Bay and S Rouse, ends at Wildcats Stadium
40 - "Catch my drift" - Starts at S Bay and Hall, ends at Wind Farm

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** Work in progress **

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** Work in progress **

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** Work in progress **

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a) Flatspin mechanics
Flat spins are basically exactly as they are named, a rotation of the car where the car maintains it's horizontal positioning, to accomplish this you simply need to get up some speed and hit either left or right and the handbrake at the same time when just about to leave a road surface for another, or leaving a jump, this causes the car to spin continually, or one complete rotation if you do not keep the handbrake button pressed.
note : alot of newcomers often complain about not being able to spin more than 355 degrees ish, this is because you must KEEP the handbrake button pressed while the car is rotating otherwise it will stop rotating when facing forward.
The speed of the car is under normal circumstances transfered to both height of a jump, and rotation speed, with the height dictating how much rotation is possible before the car lands, at lower speeds the car will not rotate as much, or in some cases, not rotate at all because the initial engagement of the handbrake will stop the car short of the jump.
It is important to maintain a steady and forward forced speed leading up to the jump for best results.

b) Induced spin
To understand better what occurs when a flatspin is forcably induced, we will use the 'Dam method', as you can see below there are two approaches to this.
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For the sake of the tutorial, we will call A, the skin method, (sort of a tribute to skinjeremy, also ;D), and we'll call B, the point blank method.
a i) This method is done where the driver approaches from the left side of the road, hitting the e-brake when approaching the ramp off the dam, but turning in to the corner sharp enough that the car hits the right side bollard of the jump hard enough to send the car in to a spin, but just shy of wreaking.
Doing this is a tricky affair as it takes a lot of patience and practice and even then it's a touch and go situation as many factors play a part in the success, the right speed, the right traffic, the right ammount of spin, and finally the right angle, which is determined by the point at which you hit the e-break.
Not enough speed and you will land on the pipes below, sometimes this still gives you the spin total, sometimes it doesn't, but the impact removes a fair ammount of height which could otherwise have been spin.
the skin method is preffered usually as you are less likely to land on the pipes at lower speeds.
a ii) This method is virtually the same as the first, but attacking the corner from the right side, if done right it does give the spin more power but it is even harder to pull off without wreaking, and a much greater chance of landing on the pipes below.

The location on the car you must aim to hit the corner of the wall with, changes depending on the car, but under most circumstances it is located either at the hinge of the front door, or between the hinge and the wheelarch.

10c] Barrel roll mechanics
The idea behind a barrel roll is to rotate the car either clockwise or anti clockwise, while maintaining a forwardly direction, this can be achieved in many ways, the easiest being the split ramp, however you can do the same by dropping off ledges, and hitting normal jumps just right.
Generally speaking you want to be hitting a split ramp or jump so that 45% of the cars left or right side goes up the high section of the ramp, leaving the other 55% to pass downwards and begin rotating the car, with enough speed and accuracy, you can literally throw the car in to a hard spin and get as high as five barrel rolls off of jumps such as the quarry, and the dam.
It's important to note that these dynamics don't apple as much to Boost type cars and they will usually not spin as fast, as for Aggression type cars you will struggle to get a single roll out of them.

10e] E-brake spin
e-brake spin borrows slightly from the concept of induced flat spin, the method itself is something of a debate as to if it actually makes a difference or not, but the general idea is to tap the handbrake and hold the same direction of the split ramp's taller section, just long enough to add additional power to it's rotation.
The idea is the same as if you were to be stood on a concrete block, if you fell naturally forward you would rotate, however if you were to fall from the side and catch the edge of the block briefly with your hand, it would induce a greater rotational force, Take for example a split ramp with a taller left section, you would mount the jump and tap handbreak and left, gripping the higher jump section with the wheels and acting as an anchor to the jump, theoretically this should cause a more powerful spin but nobody is completely sure if the method really does work on burnout.

10f] Take down mechanics
Generally speaking theres a million and one ways to take someone down on burnout, just know that head on isn't one of them, sure one of you ends up taken down, but unless you're driving something significantly heavier, you will more than likely get taken out.
The cleanest takedown method is to T-bone, which involves impacting the side of their vehicle at speed.
Other takedown methods include grinding takedowns, where you force them into the wall for an extended period of time, Vertical takedowns, where you basically land on top of them, Car/Bus/Van takedown, where you either cause them to hit traffic by way of proxy, or cause the traffic to hit them by nudging it or causing it to swerve.
T-bone takedowns as i covered, and psyche-outs, which aren't actually called psyche outs in burnout paradise, but if you've ever driven past someone and they crashed soon after and it got counted as a takedown by you, that is a psyche-out.
 

Nevada

Member
1215886137.jpg

a) Car statistics
1 - Hunter Cavalry
Class : Stunt
Speed : ■■■■■■■■■■
Boost : ■■■■■■■■■
Stength : ■■■■■■■■■■
Unlocked from beginning

2 - Hunter Oval Champ 69
Class : Aggression
Speed : ■■■■■■■■■■
Boost : ■■■■■■■■■
Stength : ■■■■■■■■■■
Beat the Cavalry Burning Route

3 - Hunter Mesquite
Class : Aggression
Speed : ■■■■■■■■■■
Boost : ■■■■■■■■■■
Stength : ■■■■■■■■■■
Obtain your D License

4 - Hunter Mesquite Custom
Class : Aggression
Speed : ■■■■■■■■■■
Boost : ■■■■■■■■■■
Stength : ■■■■■■■■■■
Beat the Mesquite Burning Route

5 - Nakamura SI-7
Class : Boost
Speed : ■■■■■■■■■
Boost : ■■■■■■■■■■
Stength : ■■■■■■■■■■
Win 3 events and it will roam Paradise City - Take it down to use it

6 - Nakamura Racing SI-7
Class : Boost
Speed : ■■■■■■■■■■
Boost : ■■■■■■■■■■
Stength : ■■■■■■■■■■
Beat the SI-7 Burning Route

7 - Hunter Vegas
Class : Stunt
Speed : ■■■■■■■■■■
Boost : ■■■■■■■■■■
Stength : ■■■■■■■■■■
Win 5 events and it will roam - Take it down to use it

8 - Hunter Vegas Carnivale
Class : Stunt
Speed : ■■■■■■■■■■
Boost : ■■■■■■■■■■
Stength : ■■■■■■■■■■
Beat the Vegas Burning Route

9 - Krieger Pioneer
Class : Aggression
Speed : ■■■■■■■■■■
Boost : ■■■■■■■■■■
Stength : ■■■■■■■■■
Win 7 events and it will roam - Take it down to use it

10 - Krieger Pioneer Super Gator
Class : Aggression
Speed : ■■■■■■■■■■
Boost : ■■■■■■■■■■
Stength : ■■■■■■■■■
Beat the Pioneer Burning Route

11 - Nakamura Ikusa GT
Class : Stunt
Speed : ■■■■■■■■■■
Boost : ■■■■■■■■■■
Stength : ■■■■■■■■■■
Obtain your C License

12 - Nakamura Ikusa Samurai
Class : Stunt
Speed : ■■■■■■■■■■
Boost : ■■■■■■■■■■[
Stength : ■■■■■■■■■■
Beat the Ikusa GT Burning Route

13 - Carbon Nakamura Ikusa GT
Class : Aggression
Speed : ■■■■■■■■■■
Boost : ■■■■■■■■■■
Stength : ■■■■■■■■■■
Beat the Time Road Rule on all 64 roads

14 - Kitano Hydros Custom
Class : Boost
Speed : ■■■■■■■■■■
Boost : ■■■■■■■■■■
Stength : ■■■■■■■■■■
Win 10 events and it will roam - Take it down to use it

15 - Kitano Hydros Techno
Class : Boost
Speed : ■■■■■■■■■■
Boost : ■■■■■■■■■■
Stength : ■■■■■■■■■■
Beat the Hydros Custom Burning Route

16 - Carbon Kitano Hydros Custom
Class : Stunt
Speed : ■■■■■■■■■■
Boost : ■■■■■■■■■■
Stength : ■■■■■■■■■■
Beat the Showtime Road Rule on all 64 roads

17 - Hunter Reliable Custom
Class : Aggression
Speed : ■■■■■■■■■■
Boost : ■■■■■■■■■■
Stength : ■■■■■■■■■■
Win 13 events and it will roam - Take it down to use it

18 - Hunter Reliable Special
Class : Aggression
Speed : ■■■■■■■■■■
Boost : ■■■■■■■■■■
Stength : ■■■■■■■■■■
Beat the Reliable Custom Burning Route

19 - Watson R-Turbo Roadster
Class : Stunt
Speed : ■■■■■■■■■■
Boost : ■■■■■■■■■■
Stength : ■■■■■■■■■■
Win 16 events and it will roam - Take it down to use it

20 - Watson Burnout Roadster
Class : Stunt
Speed : ■■■■■■■■■■
Boost : ■■■■■■■■■■
Stength : ■■■■■■■■■■
Beat the R-Turbo Roadster Burning Route

21 - Rossolini LM Classic
Class : Boost
Speed : ■■■■■■■■■■
Boost : ■■■■■■■■■■
Stength : ■■■■■■■■■■
Win 19 events and it will roam - Take it down to use it

22 - Rossolini LM Track Package
Class : Boost
Speed : ■■■■■■■■■■
Boost : ■■■■■■■■■■
Stength : ■■■■■■■■■■
Beat the LM Classic Burning Route

23 - Hunter Manhattan
Class : Stunt
Speed : ■■■■■■■■■■
Boost : ■■■■■■■■■■
Stength : ■■■■■■■■■■
Win 22 events and it will roam - Take it down to use it

24 - Hunter Manhattan Custom
Class : Stunt
Speed : ■■■■■■■■■■
Boost : ■■■■■■■■■■
Stength : ■■■■■■■■■■
Beat the Manhattan Burning Route

25 - Carson Fastback
Class : Boost
Speed : ■■■■■■■■■■
Boost : ■■■■■■■■■■
Stength : ■■■■■■■■■■
Obtain your B License

26 - Carson Fastback Special
Class : Boost
Speed : ■■■■■■■■■■
Boost : ■■■■■■■■■■
Stength : ■■■■■■■■■■
Beat the Fastback Burning Route

27 - Carson Grand Marais
Class : Aggression
Speed : ■■■■■■■■■■
Boost : ■■■■■■■■■■
Stength : ■■■■■■■■■■
Win 26 events and it will roam - Take it down to use it

28 - Carson Grand Sicilian
Class : Aggression
Speed : ■■■■■■■■■■
Boost : ■■■■■■■■■■
Stength : ■■■■■■■■■■
Beat the Grand Marais Burning Route

29 - Montgomery Hyperion
Class : Stunt
Speed : ■■■■■■■■■■
Boost : ■■■■■■■■■■
Stength : ■■■■■■■■■■
Win 30 events and it will roam - Take it down to use it

30 - Montgomery Hyperion Rattler
Class : Stunt
Speed : ■■■■■■■■■■
Boost : ■■■■■■■■■■
Stength : ■■■■■■■■■■
Beat the Hyperion Burning Route

31 - Krieger 616 Sport
Class : Boost
Speed : ■■■■■■■■■■
Boost : ■■■■■■■■■■
Stength : ■■■■■■■■■■
Win 34 events and it will roam - Take it down to use it

32 - Krieger 616 Arachno Sport
Class : Boost
Speed : ■■■■■■■■■■
Boost : ■■■■■■■■■■
Stength : ■■■■■■■■■■
Beat the 616 Sport Burning Route

33 - Hunter Spur
Class : Aggression
Speed : ■■■■■■■■■■
Boost : ■■■■■■■■■■
Stength : ■■■■■■■■■■
Win 38 events and it will roam - Take it down to use it

34 - Hunter Hotspur
Class : Aggression
Speed : ■■■■■■■■■■
Boost : ■■■■■■■■■■
Stength : ■■■■■■■■■■
Beat the Spur Burning Route

35 - Montgomery GT 2400
Class : Boost
Speed : ■■■■■■■■■■
Boost : ■■■■■■■■■■
Stength : ■■■■■■■■■■
Win 42 events and it will roam - Take it down to use it

36 - Montgomery Sabotage GT 2400
Class : Boost
Speed : ■■■■■■■■■■
Boost : ■■■■■■■■■■
Stength : ■■■■■■■■■■
Beat the GT 2400 Burning Route

37 - Jansen P12
Class : Stunt
Speed : ■■■■■■■■■■
Boost : ■■■■■■■■■■
Stength : ■■■■■■■■■■
Win 46 events and it will roam - Take it down to use it

38 - Jansen P12 Track Package
Class : Stunt
Speed : ■■■■■■■■■■
Boost : ■■■■■■■■■■
Stength : ■■■■■■■■■■
Beat the P12 Burning Route

39 - Carson Inferno Van
Class : Aggression
Speed : ■■■■■■■■■■
Boost : ■■■■■■■■■■
Stength : ■■■■■■■■■
Win 51 events and it will roam - Take it down to use it

40 - Carson Inferno BRT Van
Class : Aggression
Speed : ■■■■■■■■■■
Boost : ■■■■■■■■■■
Stength : ■■■■■■■■■

41 - Rossolini Tempesta
Class : Boost
Speed : ■■■■■■■■■■
Boost : ■■■■■■■■■■
Stength : ■■■■■■■■■■
Obtain your A License

42 - Rossolini Tempesta GT
Class : Boost
Speed : ■■■■■■■■■■
Boost : ■■■■■■■■■
Stength : ■■■■■■■■■■
Beat the Tempesta Burning Route

43 - Carson Opus
Class : Stunt
Speed : ■■■■■■■■■■
Boost : ■■■■■■■■■■
Stength : ■■■■■■■■■■
Win 56 events and it will roam - Take it down to use it

44 - Carson Opus XS
Class : Stunt
Speed : ■■■■■■■■■
Boost : ■■■■■■■■■■
Stength : ■■■■■■■■■■
Beat the Opus Burning Route

45 - Carson Annihilator
Class : Aggression
Speed : ■■■■■■■■■■
Boost : ■■■■■■■■■■
Stength : ■■■■■■■■■■
Win 61 events and it will roam - Take it down to use it

46 - Carson Annihilator Phoenix
Class : Aggression
Speed : ■■■■■■■■■■
Boost : ■■■■■■■■■■
Stength : ■■■■■■■■■■
Beat the Annihilator Burning Route

47 - Jansen X12
Class : Boost
Speed : ■■■■■■■■■■
Boost : ■■■■■■■■■■
Stength : ■■■■■■■■■■
Win 66 events and it will roam - Take it down to use it

48 - Jansen XS12
Class : Boost
Speed : ■■■■■■■■■■
Boost : ■■■■■■■■■
Stength : ■■■■■■■■■■
Beat the X12 Burning Route

49 - Carbon Jansen X12
Class : Stunt
Speed : ■■■■■■■■■
Boost : ■■■■■■■■■
Stength : ■■■■■■■■■■
Land all 50 Super Jumps

50 - Kitano Touge Sport
Class : Stunt
Speed : ■■■■■■■■■■
Boost : ■■■■■■■■■■
Stength : ■■■■■■■■■■
Win 71 events and it will roam - Take it down to use it
 

Nevada

Member
51 - Kitano Touge Criterion
Class : Stunt
Speed : ■■■■■■■■■■
Boost : ■■■■■■■■■■
Stength : ■■■■■■■■■■
Beat the Touge Sport Burning Route

52 - Kitano Gamestop Sport
Class : Stunt
Speed : ■■■■■■■■■■
Boost : ■■■■■■■■■■
Stength : ■■■■■■■■■■
After obtaining your A license enter Sponsor Product Code provided by Gamestop

53 - Hunter Takedown 4x4
Class : Aggression
Speed : ■■■■■■■■■■
Boost : ■■■■■■■■■■
Stength : ■■■■■■■■■
Win 77 events and it will roam - Take it down to use it

54 - Hunter Takedown Dirt Racer
Class : Aggression
Speed : ■■■■■■■■■■
Boost : ■■■■■■■■■■
Stength : ■■■■■■■■■
Beat the Takedown 4x4 Burning Route

55 - Carson 500 GT
Class : Boost
Speed : ■■■■■■■■■■
Boost : ■■■■■■■■■
Stength : ■■■■■■■■■■
Win 83 events and it will roam - Take it down to use it

56 - Carson Racing 500 GT
Class : Boost
Speed : ■■■■■■■■■■
Boost : ■■■■■■■■■
Stength : ■■■■■■■■■■
Beat the 500 GT Burning Route

57 - Hunter Racing Oval Champ
Class : Aggression
Speed : ■■■■■■■■■
Boost : ■■■■■■■■■■
Stength : ■■■■■■■■■■
Win 89 events and it will roam - Take it down to use it

58 - Hunter BRT Oval Champ
Class : Aggression
Speed : ■■■■■■■■■■
Boost : ■■■■■■■■■
Stength : ■■■■■■■■■■
Beat the Racing Oval Champ Burning Route

59 - Hunter BestBuy Oval Champ
Class : Aggression
Speed : ■■■■■■■■■
Boost : ■■■■■■■■■■
Stength : ■■■■■■■■■■
After obtaining your A license enter Sponsor Product Code provided by Bestbuy

60 - Carson GT Concept
Class : Stunt
Speed : ■■■■■■■■■■
Boost : ■■■■■■■■■■
Stength : ■■■■■■■■■■
Obtain your Burnout License

61 - Carson GT Flame
Class : Stunt
Speed : ■■■■■■■■■■
Boost : ■■■■■■■■■
Stength : ■■■■■■■■■■
Beat the GT Concept Burning Route

62 - Carbon Carson GT Concept
Class : Boost
Speed : ■■■■■■■■■
Boost : ■■■■■■■■■
Stength : ■■■■■■■■■■
Find all 400 Smashes

63 - Carson 'Steel Wheels' GT
Class : Aggression
Speed : ■■■■■■■■■■
Boost : ■■■■■■■■■■
Stength : ■■■■■■■■■■
After obtaining your A license enter Sponsor Product Code provided by the vendor

64 - Hunter Citizen
Class : Aggression
Speed : ■■■■■■■■■■
Boost : ■■■■■■■■■■
Stength : ■■■■■■■■■■
Win 98 events and it will roam - Take it down to use it

65 - Hunter Civilian
Class : Aggression
Speed : ■■■■■■■■■■
Boost : ■■■■■■■■■
Stength : ■■■■■■■■■■
Beat the Citizen Burning Route

66 - Watson 25 V16 Revenge
Class : Boost
Speed : ■■■■■■■■■
Boost : ■■■■■■■■■
Stength : ■■■■■■■■■■
Win 107 events and it will roam - Take it down to use it

67 - Watson Revenge Racer
Class : Boost
Speed : ■■■■■■■■■■
Boost : ■■■■■■■■■
Stength : ■■■■■■■■■■
Beat the 25 V16 Revenge Burning Route

68 - Montgomery Hawker
Class : Stunt
Speed : ■■■■■■■■■
Boost : ■■■■■■■■■■
Stength : ■■■■■■■■■■
Win 116 events and it will roam - Take it down to use it

69 - Montgomery Hawker Solo
Class : Stunt
Speed : ■■■■■■■■■■
Boost : ■■■■■■■■■
Stength : ■■■■■■■■■■
Beat the Hawker Burning Route

70 - Carbon Montgomery Hawker
Class : Boost
Speed : ■■■■■■■■■
Boost : ■■■■■■■■■
Stength : ■■■■■■■■■■
Smash all 120 Billboards

71 - Krieger Uberschall 8
Class : Boost
Speed : ■■■■■■■■■
Boost : ■■■■■■■■■
Stength : ■■■■■■■■■■
Win 128 events and is will roam - Take it down to use it

72 - Krieger Uberschall Clear-View
Class : Boost
Speed : ■■■■■■■■■
Boost : ■■■■■■■■■
Stength : ■■■■■■■■■■
Beat the Uberschall 8 Burning Route

73 - Carbon Krieger Uberschall 8
Class : Stunt
Speed : ■■■■■■■■■■
Boost : ■■■■■■■■■■
Stength : ■■■■■■■■■■
Complete 2 full sets of online challenges

74 - Carson Thunder Custom
Class : Aggression
Speed : ■■■■■■■■■
Boost : ■■■■■■■■■
Stength : ■■■■■■■■■■
Win 140 events and it will roam - Take it down to use it

75 - Carson Thunder Shadow
Class : Aggression
Speed : ■■■■■■■■■■
Boost : ■■■■■■■■■
Stength : ■■■■■■■■■■
Beat the Thunder Custom Burning Route

76 - Carson Hot Rod Coupe
Class : Stunt
Speed : ■■■■■■■■■■
Boost : ■■■■■■■■■
Stength : ■■■■■■■■■■
Win 154 events and it will roam - Take it down to use it

77 - Carson Tribal Special
Class : Stunt
Speed : ■■■■■■■■■■
Boost : ■■■■■■■■■
Stength : ■■■■■■■■■■
Beat the Hot Rod Coupe Burning Route

78 - Carson Circuit City Hot Rod
Class : Stunt
Speed : ■■■■■■■■■■
Boost : ■■■■■■■■■
Stength : ■■■■■■■■■■
After obtaining your A license enter Sponsor Product Code provided by Circuit City

79 - Krieger Racing WTR
Class : Boost
Speed : ■■■■■■■■■
Boost : ■■■■■■■■■
Stength : ■■■■■■■■■
Win 168 events and it will roam - Take it down to use it

80 - Krieger PCPD Special
Class : Boost
Speed : ■■■■■■■■■
Boost : ■■■■■■■■■
Stength : ■■■■■■■■■
Beat the Racing WTR Burning Route.

81 - Krieger Walmart WTR
Class : Speed
Speed : ■■■■■■■■■
Boost : ■■■■■■■■■
Stength : ■■■■■■■■■
After obtaining your A license enter Sponsor Product Code provided by Walmart

82 - Kitano Micromania Hydros Custom
Class : Speed
Speed : ■■■■■■■■■■
Boost : ■■■■■■■■■■
Stength : ■■■■■■■■■■
After obtaining your A license enter Sponsor Product Code provided by Micromania

83 - Hunter Olyumpus
Class : ???
Speed : ???
Boost : ???
Stength : ???

83 - Nakamura Rai Jin Turbo
Class : None
Speed : ■■■■■■■■■■
Boost : ■■■■■■■■■■
Stength : ■■■■■■■■■■
Special ability : Increase friends request 100 fold.
Obtained for being staff/press/elite forum member/sending pie
 

Nevada

Member
b) Car paint/liveries
Most of the cars (with exception to carbon cars) allow the user to switch the colors between three primary livery sets, and 15 or so secondary 'basecoat' colors, of which there are three styles, Gloss, Metallic, and Pearlescent.
Only cars which have been run through a repair shop at least once, can have their paint modified, modying the paint job can be done manually in the junk yard, or automatically at spray shops ingame, however the ingame spray shops do not allow you to select a color, and cycle through various colors based on how many times you go through and what color the car was when you initially did.
Certain cars which are not carbon cars, also cannot have their colors modified, such as the Carson 'Steel Wheels' GT.
Recently with the Cagney update, certain vehicles (Opus, and the Van) have had additional 'Community' liveries added with more on the way.

c) Car dynamics
Boost
Boost type or more commonly named Speed type cars, generally sacrifice their strength for agility and manuverability, this has it's advantages for racing events or modes where you must cover alot of ground in very little time, but also for situations where you need to have a high speed for flat spins, barrels rolls or air time, the downside with this class is the boost gauge which can only be used when completely full, making it an obvious downside for Stunt run events, however it is still possible to use it, it's just a whole lot harder.
Boost type should not be used for takedowns as they're fragile and will get wiped out by both stunt and aggression class vehicles.

Stunt
Stunt type cars are the general 'all rounder' vehicle in Burnout, allowing for both speed and strength at the cost of a little top speed, but with the benefit of being able to survive more damage be it from jumps or from other vehicles.
Due to it's boost type being able to be used at any given time (providing you have any!), it's the obvious choice for stunt run and generally you could use it for races and road rage too.

Aggression
Aggression cars are the rhino's of paradise, more than happy to tear up the asphalt with their weight and sheer strength, they knock Boost type cars around like skittles and can make a meal of stunt cars.. if driven right.
They do however pay a big price for this, poor handling and a poor acceleration hinder them from being more useful in other events, however with some skill they can still be used to great effect.

d) Additional car data
Makers list :
Krieger (German)
Kitano (Japanese)
Nakamura (Japanese)
Carson (American)
Watson (? - European)
Montgomery (English)
Hunter (American)
Rossolini (Italian)

1215894186.jpg

** Work in progress **

1215894196.jpg

** Work in progress **

1215894204.jpg

** Work in progress **

1215894215.jpg

** You built a time machine?, out of a Carson GT? **

<<<<<More to come>>>>
 

.A.J.

New Member
Wow, thanks for the guide. I usually won't use them but I just got the game and now I know I can refer to this if I'm having any problems. This could come in very handy.
 

Seth

MD Party Room
First off great post...

But how the hell did you get : ■■■■■■■■■■ in there?
 

Colm

New Member
How did I never see this before?
Nevada, you pwn.
and so does this game.
 
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